AI, Vision and Robotics
AI, Vision and Robotics Jana Kosecka, ST II 417
[email protected] , 3-1876
Knowledge representation - how to represent objects, humans, environments - symbol grounding problem Computer Vision - study of perception - recognition, vision and motion, segmentation and grouping representation Natural Language Processing - provides better interfaces, symbol grounding problem Planning and Decision Making How to make optimal decision, actions give the current knowledge of the state, currently available actions
Imaging the brain
• 100 bilions of neurons, on average, connected to 1 K others • Can be classified into : Sensory, Motor, Central
Sensory Subsystems • Vision (nearly 30-50% ) • Audition (nearly 10%) • Somatic
Motor subsystems • Locomotion • Manipulation • Speech
• Chemical –Taste –Olfaction
Reasoning and Problem Solving Systems
Some history of robotics Robot – 1921 Karel Capek R.U.R play – in the play human-like machines - automatically operated device that replaces human effort Machine with human-like appearance and capabilities - films and literature heros Metropolis (1926), Forbiden Planet (1956) Frankenstein, Science Fiction Movies – Bladerunner, Star Trek, Star Wars Desire to create machines with human like behavior Industrial Robotics Need to create machines to replace humans in tedious task or in dangerous or hardly accesible environments
Robots in manufacturing and material handling Manhattan project (1942) – handling and processing of radioactive materials Telemanipulation - storage, transport delivery - table top tasks, material sorting, part feeding – conveyor belt - microelectronics, packaging - harbor transportation - construction (automatic cranes) Suitable for hard repetitive tasks – heavy handling or fine positioning Successful in restricted environments, limited sensing is sufficient AGV’s - automated guided vehicles – pick and delivery tasks navigation and manipulation AUV’s - automated unmanned vehicles
Intelligent Robot Mechanical creature capable of functioning autonomously Three Basic Functional Primitives of the robot • SENSE • PLAN • ACT 1. Takes information from robots sensors – produces output used by other functionalities 2. Takes the processed sensory information – produces commands/directives 3. Takes sensory information or command and directives produces actuator commands Different organization of these functionalities gives rise to Different robot architectures
Space Robotics 50-ties US space program, exploration of planets, collecting samples Astronouts bulky space suits – difficult
NASA, JPL, DARPA – sponsoring agencies Space programs, military application – surveillance, assistance Planetary Rovers – initially controlled by humans - large time delays, - poor communication connections Need for (semi) – autonomy
Teleoperation
Human operator controls the robot Local site – human views the sensory data, sends the commands Remote site – sensors acquire the information
Teleoperation
Entertainment
Problems - Cognitive fatigue, simulator sickness
Real and animated creatures – used robotic modelling and control techniques, films, computer games, animation
Telepresence – enable the operator to experience the reality - multiple sensors, visual, force feedback - towards Virtual Reality
Toy Industry Furby’s, Aibo’s – interactive animal-like human-like creatures
Robotic Surgery Mobile Robots - courier in buildings and hospitals, vacuum cleaners, - security applications, pick and delivery – warehouses - navigation tasks - exploration tasks Antractica Exploration, Mars, Volcanos
Variety of domains and tasks • • • •
Manufacturing Medicine (da Vinci) Household robots Space robots
• • • •
Search and rescue tasks Educational robots – office delivery agents Automotive industry
• Types of robots mobile robots manipulators unmanned land/air vehicles underwater vehicles planetary rovers
Games and Entertainment
Furbies
Aibos Latter & Macaron
Aibo soccer league - RoboCup
Humanoid Robots
Rhino – First Museum Tour giving robot University of Bonn (’96)
MIT Cog Project
What makes a robot ? • • • •
Sensors Actuators-Effectors Locomotion System Computer system – Architectures
State Description of the systems changes over time External state - state of environment, temperature, sunny presence of obstacles, people in the room
•Sensors
Internal state – state of the robot - position,orientation, force, battery charge - happy, sad, hungry, state can be stored
active sensors - sonar, laser range finder passive sensors - cameras tacticle sensors GPS, Differential GPS
Sensors are necessary to sense the state – state can be determined By measuring some physical quantity – voltage, current, distance … Sensors which measure properties of the environment – sonars, cameras Sensors which measure state of the robot – inertial sensors, odometry, acceleration Active/Passive sensors – send some energy or modify the environment to sense, make passive observations to listen
Crucial for robots – sensing is the hardest part – sensing capabilities Determine the complexity of the tasks and how well we can do them
Proprioceptive sensors - measure its own state (shaft encoders) inertial sensors Odometry - measurements of the distance travelled
Effectors
System View
Robot can change it’s state of the world by means of effectors Actuators for locomotion Actuators for manipulation Joints - revolution joints, prismatic joints
Input
environ environ ment ment
Output
Convert software commands into physical actions (hydraulic, electric, pneumatic) - Domain of mechanical engineering – new actuator designs (weight, flexibility) In abstract sense - they define Degrees of Freedom (DOF) UAV - 6 DOF (x,y,z - roll, pitch, yaw) Mobile robot 3 DOF (x,y theta) Distinction between effective DOF and controllable DOF (e.g. car)
Modeling Dynamical Systems
Behavior - (Input, Output) Possibly infinite signals (f: Domain ‡ Range )
Continuous time-invariant dynamical systems
In general Time, State, Inputs, Outputs Input (control) function
State transition function
Output function
Discrete time-invariant dynamical systems
Behavior examples
Elementary building blocks - Behaviors Hardware – sensors, actuators Software – computation
Motivation Valentino Braitenberg: Vehicles >> vehicles with different personalities Walter Grey: Tortoise analog implementation, one sensor per one effector >> light seeking behavior
Representation of behaviors
• • • •
Functional representation r = b(s) robot schemas Lookup table Stimulus/response diagrams Discrete and/or continuous representations (differential equations or if-then rules ->wall-following example)
Sensing/control elementary building blocks What are behaviors: 1. Behaviors are feedback controllers 2. Behaviors are executed in parallel 3. Achieve specific goals (avoid-obstacles, go-to-goal) 4. Can be combined to achieve more complex networks (make inputs of one behavior, outputs of another) 5. Behaviors can be designed to look-ahead, build and maintain representation of the world
Vision based automated steering • Model based vision - highway • automated steering
Vision for car following • Motion and stereo cues • tracking vehicle ahead • throttle and brake control
Vision for lateral control
Vision in the lateral control loop
L #
" yL
road curvature
!
Rref
L
y(t)
Vision dynamics yl offset at the look-ahead ! angle at the look-ahead
Vehicle
Vision System
2
1/s
Controller • • • •
control and measurements at the look-ahead presence of the delay in vision processing performance specification - tracking error, maximum error, passenger comfort
Car following
Scenario Vision sensing Obstacle detection
1. Affine reconstruction 2. Motion computation 3. Triangulation Angle
Delay
Lane detection
Steering actuator Lane following
Throttle actuator Velocity tracking
Lane change
Planar scene
Lane change
3D affine reconstruction Distance
Car detection
Lane following Car-ahead following
NAHSC DEMO’97 (1200 rides)
Helicopter landing – UAV’s
Obstacle Detection Stereo and projection Representation of the free space
Navigation Experiment Control issues
xçd =
Rate: 10Hz Accuracy: 5cm, 4o
Individual behaviors
vy
Fr lr
Behavior
Robot dynamics
y
• Landing • Steering • Obstacle avoidance • relative positioning
Stimulus
àr ?
response
lf
Ff
$ %
" vx
x
Dynamic model of the vehicle (16 DOF) Possible to decouple lateral and longit. dynamics
pose
Vision and Control
Different Architectures Architecture determines how the robot behaviors are structured. Historically
VisionBased BasedControl Control Vision ImageBased BasedTechniques Techniques Image
1. Deliberative (look-ahead, think/reason, plan , act) AutomatedLanding Landing Automated Driving Applications Driving Applications
2. Reactive (no look-head : react) 3. Behavior-based (distribute thinking over acting)
SystemIssues: Issues: System Composition of the elementary Composition of the elementary Control strategies Control strategies Systemproperties properties System
Lane change left join
Lane change right Leader mode entry
split
Follower mode
4. Hybrid architecture (slow thinking level fast reaction level)
exit Off
Deliberative Architecture
Reactive Architecture
Sense – plan – act , sense – plan – model – act sensing
reasoning
Model/knowledge base Shakey 1969,
control
Environment
Sensing
Actuators